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PCs for Watermark's Temple of Mysteries
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<blockquote data-quote="threshel" data-source="post: 2019597" data-attributes="member: 5164"><p>Appearance:</p><p></p><p>Calling Thar a half-orc is kindness. His wild, coarse hair, prominent tusks and gray skin combined with his inhumanly broad shoulders and long, thick arms leave little about him that could be called human. Only his upright stance and his plain brown eyes contradict his bestial appearance, and reveal the human blood within him. Over his impossibly broad frame, Thar has draped a coarse wool tabard and chain shirt that both hang to just above his knees and are cinched around his waist with a length of plain rope. An H-shaped harness stretches across his broad chest, securing the backpack that looks tiny settled between Thar’s massive shoulders and the greatsword strapped beside it. All manner of items are strapped to the harness in easy reach: three throwing hammers take up one side of the H, a glittering chain with three orange gems, three potions, a slightly larger flask, a slender wand, and a single pearl on a string occupy the other side. Sitting above and between all of this is the rough chunk of wood that is his most prized possession. It is unfinished and gray from exposure to the elements, with a jagged line burned into its surface. Thar wears it on a plain string around his neck always.</p><p></p><p>History/Personality:</p><p></p><p>Thar believes himself touched by an orcish god he calls Vrunnal. The young half-orc isn’t the sharpest tool on the cart, so his explanations of religious theory generally fall into the “Vrunnal wishes it” category. Like most orcish gods, Vrunnal is a god of strength, but also seems to have something to do with favor or luck. Certainly, Thar acts as if protected by a divine hand. In combat, he can enter a religious ferver akin to berserk rage, and has avoided the afterlife on numerous occasions by the intervention of sheer dumb luck and the application of sheer brute force. Whether because of his human blood or his certainly of faith, Thar is not bloodthirsty or cruel, and is possessed of a good nature.</p><p></p><p>Stat corrections:</p><p>Thar can rage only 1/day.</p><p>Spells </p><p>Cast 4/3+1*/1+1* 0-, 1st-, and 2nd-level spells per day, save DC 11 + spell level </p><p>0-Level </p><p>Detect Magic (2): Senses magic within 60 feet </p><p>Mending: Repairs one broken object </p><p>Read Magic: Reads magical writing </p><p>1st Level </p><p>Bless: You and allies gain +1 on attack rolls and saves against fear </p><p>Comprehend Languages: Understand spoken and written languages </p><p>Divine Favor: +1 luck bonus on your attack and damage rolls </p><p>Enlarge Person*: Humanoid creature doubles in size.</p><p>2nd Level </p><p>Bull’s Strength*: Subject gains +4 to Str for 1 min./level. </p><p>Remove Paralysis: Frees one creature from any temporary paralysis.</p><p>*Domain Spells</p></blockquote><p></p>
[QUOTE="threshel, post: 2019597, member: 5164"] Appearance: Calling Thar a half-orc is kindness. His wild, coarse hair, prominent tusks and gray skin combined with his inhumanly broad shoulders and long, thick arms leave little about him that could be called human. Only his upright stance and his plain brown eyes contradict his bestial appearance, and reveal the human blood within him. Over his impossibly broad frame, Thar has draped a coarse wool tabard and chain shirt that both hang to just above his knees and are cinched around his waist with a length of plain rope. An H-shaped harness stretches across his broad chest, securing the backpack that looks tiny settled between Thar’s massive shoulders and the greatsword strapped beside it. All manner of items are strapped to the harness in easy reach: three throwing hammers take up one side of the H, a glittering chain with three orange gems, three potions, a slightly larger flask, a slender wand, and a single pearl on a string occupy the other side. Sitting above and between all of this is the rough chunk of wood that is his most prized possession. It is unfinished and gray from exposure to the elements, with a jagged line burned into its surface. Thar wears it on a plain string around his neck always. History/Personality: Thar believes himself touched by an orcish god he calls Vrunnal. The young half-orc isn’t the sharpest tool on the cart, so his explanations of religious theory generally fall into the “Vrunnal wishes it” category. Like most orcish gods, Vrunnal is a god of strength, but also seems to have something to do with favor or luck. Certainly, Thar acts as if protected by a divine hand. In combat, he can enter a religious ferver akin to berserk rage, and has avoided the afterlife on numerous occasions by the intervention of sheer dumb luck and the application of sheer brute force. Whether because of his human blood or his certainly of faith, Thar is not bloodthirsty or cruel, and is possessed of a good nature. Stat corrections: Thar can rage only 1/day. Spells Cast 4/3+1*/1+1* 0-, 1st-, and 2nd-level spells per day, save DC 11 + spell level 0-Level Detect Magic (2): Senses magic within 60 feet Mending: Repairs one broken object Read Magic: Reads magical writing 1st Level Bless: You and allies gain +1 on attack rolls and saves against fear Comprehend Languages: Understand spoken and written languages Divine Favor: +1 luck bonus on your attack and damage rolls Enlarge Person*: Humanoid creature doubles in size. 2nd Level Bull’s Strength*: Subject gains +4 to Str for 1 min./level. Remove Paralysis: Frees one creature from any temporary paralysis. *Domain Spells [/QUOTE]
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